bugfix for issuing orders to garrisoned vehicles

This commit is contained in:
devZoGok
2023-10-22 09:57:21 +03:00
parent cdc60743ae
commit 60dd048876
2 changed files with 42 additions and 14 deletions
+35 -7
View File
@@ -30,6 +30,8 @@ namespace battleship{
order.type = type;
order.targets = targets;
vector<Unit*> selectedUnits = getSelectedUnits();
for(Unit *u : selectedUnits){
if(append)
u->addOrder(order);
@@ -51,16 +53,11 @@ namespace battleship{
return false;
}
void Player::deselectUnit(int i){
selectedUnits[i]->toggleSelection(false);
selectedUnits.erase(selectedUnits.begin() + i);
}
void Player::deselectUnits(){
vector<Unit*> selectedUnits = getSelectedUnits();
for(Unit *u : selectedUnits)
u->toggleSelection(false);
selectedUnits.clear();
}
void Player::removeUnit(Unit *unit){
@@ -78,4 +75,35 @@ namespace battleship{
delete units[id];
units.erase(units.begin() + id);
}
vector<Unit*> Player::getSelectedUnits(){
vector<Unit*> selectedUnits;
for(Unit *u : units)
if(u->isSelected())
selectedUnits.push_back(u);
return selectedUnits;
}
Unit* Player::getSelectedUnit(int selectedUnitId){
Unit *selectedUnit = nullptr;
for(int i = 0, selUnitId = 0; i < units.size(); i++)
if(units[i]->isSelected()){
if(selUnitId == selectedUnitId){
selectedUnit = units[i];
break;
}
selUnitId++;
}
return selectedUnit;
}
void Player::selectUnits(vector<Unit*> selUnits){
for(Unit *u : selUnits)
u->toggleSelection(true);
}
}